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AI Chat Hpt — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Kuwahara filter

    Kuwahara filter

    The Kuwahara filter is a non-linear smoothing filter used in image processing for adaptive noise reduction. Most filters that are used for image smoothing are linear low-pass filters that effectively reduce noise but also blur out the edges. However the Kuwahara filter is able to apply smoothing on the image while preserving the edges. It is named after Michiyoshi Kuwahara, Ph.D., who worked at Kyoto and Osaka Sangyo Universities in Japan, developing early medical imaging of dynamic heart muscle in the 1970s and 80s. == The Kuwahara operator == Suppose that I ( x , y ) {\displaystyle I(x,y)} is a grey scale image and that we take a square window of size 2 a + 1 {\displaystyle 2a+1} centered around a point ( x , y ) {\displaystyle (x,y)} in the image. This square can be divided into four smaller square regions Q i = 1 ⋯ 4 {\displaystyle Q_{i=1\cdots 4}} each of which will be Q i ( x , y ) = { [ x , x + a ] × [ y , y + a ] if i = 1 [ x − a , x ] × [ y , y + a ] if i = 2 [ x − a , x ] × [ y − a , y ] if i = 3 [ x , x + a ] × [ y − a , y ] if i = 4 {\displaystyle Q_{i}(x,y)={\begin{cases}\left[x,x+a\right]\times \left[y,y+a\right]&{\mbox{ if }}i=1\\\left[x-a,x\right]\times \left[y,y+a\right]&{\mbox{ if }}i=2\\\left[x-a,x\right]\times \left[y-a,y\right]&{\mbox{ if }}i=3\\\left[x,x+a\right]\times \left[y-a,y\right]&{\mbox{ if }}i=4\\\end{cases}}} where × {\displaystyle \times } is the cartesian product. Pixels located on the borders between two regions belong to both regions so there is a slight overlap between subregions. The arithmetic mean m i ( x , y ) {\displaystyle m_{i}(x,y)} and standard deviation σ i ( x , y ) {\displaystyle \sigma _{i}(x,y)} of the four regions centered around a pixel (x,y) are calculated and used to determine the value of the central pixel. The output of the Kuwahara filter Φ ( x , y ) {\displaystyle \Phi (x,y)} for any point ( x , y ) {\displaystyle (x,y)} is then given by Φ ( x , y ) = m i ( x , y ) {\textstyle \Phi (x,y)=m_{i}(x,y)} where i = a r g min j ⁡ σ j ( x , y ) {\displaystyle i=\operatorname {arg\min } _{j}\sigma _{j}(x,y)} . This means that the central pixel will take the mean value of the area that is most homogenous. The location of the pixel in relation to an edge plays a great role in determining which region will have the greater standard deviation. If for example the pixel is located on a dark side of an edge it will most probably take the mean value of the dark region. On the other hand, should the pixel be on the lighter side of an edge it will most probably take a light value. On the event that the pixel is located on the edge it will take the value of the more smooth, least textured region. The fact that the filter takes into account the homogeneity of the regions ensures that it will preserve the edges while using the mean creates the blurring effect. Similarly to the median filter, the Kuwahara filter uses a sliding window approach to access every pixel in the image. The size of the window is chosen in advance and may vary depending on the desired level of blur in the final image. Bigger windows typically result in the creation of more abstract images whereas small windows produce images that retain their detail. Typically windows are chosen to be square with sides that have an odd number of pixels for symmetry. However, there are variations of the Kuwahara filter that use rectangular windows. Additionally, the subregions do not need to overlap or have the same size as long as they cover all of the window. == Color images == For color images, the filter should not be performed by applying the filter to each RGB channel separately, and then recombining the three filtered color channels to form the filtered RGB image. The main problem with that is that the quadrants will have different standard deviations for each of the channels. For example, the upper left quadrant may have the lowest standard deviation in the red channel, but the lower right quadrant may have the lowest standard deviation in the green channel. This situation would result in the color of the central pixel to be determined by different regions, which might result in color artifacts or blurrier edges. To overcome this problem, for color images a slightly modified Kuwahara filter must be used. The image is first converted into another color space, the HSV color space. The modified filter then operates on only the "brightness" channel, the Value coordinate in the HSV model. The variance of the "brightness" of each quadrant is calculated to determine the quadrant from which the final filtered color should be taken from. The filter will produce an output for each channel which will correspond to the mean of that channel from the quadrant that had the lowest standard deviation in "brightness". This ensures that only one region will determine the RGB values of the central pixel. ImageMagick uses a similar approach, but using the Rec. 709 Luma as the brightness metric. === Julia Implementation === == Applications == Originally the Kuwahara filter was proposed for use in processing RI-angiocardiographic images of the cardiovascular system. The fact that any edges are preserved when smoothing makes it especially useful for feature extraction and segmentation and explains why it is used in medical imaging. The Kuwahara filter however also finds many applications in artistic imaging and fine-art photography due to its ability to remove textures and sharpen the edges of photographs. The level of abstraction helps create a desirable painting-like effect in artistic photographs especially in the case of the colored image version of the filter. These applications have known great success and have encouraged similar research in the field of image processing for the arts. Although the vast majority of applications have been in the field of image processing there have been cases that use modifications of the Kuwahara filter for machine learning tasks such as clustering. The Kuwahara filter has been implemented in CVIPtools. The Kuwahara filter is present as a shader node in Blender. == Drawbacks and restrictions == The Kuwahara filter despite its capabilities in edge preservation has certain drawbacks. At a first glance it is noticeable that the Kuwahara filter does not take into account the case where two regions have equal standard deviations. This is not often the case in real images since it is rather hard to find two regions with exactly the same standard deviation due to the noise that is always present. In cases where two regions have similar standard deviations the value of the center pixel could be decided at random by the noise in these regions. Again this would not be a problem if the regions had the same mean. However, it is not unusual for regions of very different means to have the same standard deviation. This makes the Kuwahara filter susceptible to noise. Different ways have been proposed for dealing with this issue, one of which is to set the value of the center pixel to ( m 1 + m 2 ) / 2 {\textstyle (m_{1}+m_{2})/2} in cases where the standard deviation of two regions do not differ more than a certain value D {\displaystyle D} . The Kuwahara filter is also known to create block artifacts in the images especially in regions of the image that are highly textured. These blocks disrupt the smoothness of the image and are considered to have a negative effect in the aesthetics of the image. This phenomenon occurs due to the division of the window into square regions. A way to overcome this effect is to take windows that are not rectangular(i.e. circular windows) and separate them into more non-rectangular regions. There have also been approaches where the filter adapts its window depending on the input image. == Extensions of the Kuwahara filter == The success of the Kuwahara filter has spurred an increase the development of edge-enhancing smoothing filters. Several variations have been proposed for similar use most of which attempt to deal with the drawbacks of the original Kuwahara filter. The "Generalized Kuwahara filter" proposed by P. Bakker considers several windows that contain a fixed pixel. Each window is then assigned an estimate and a confidence value. The value of the fixed pixel then takes the value of the estimate of the window with the highest confidence. This filter is not characterized by the same ambiguity in the presence of noise and manages to eliminate the block artifacts. The "Mean of Least Variance"(MLV) filter, proposed by M.A. Schulze also produces edge-enhancing smoothing results in images. Similarly to the Kuwahara filter it assumes a window of size 2 d − 1 × 2 d − 1 {\displaystyle 2d-1\times 2d-1} but instead of searching amongst four subregions of size d × d {\displaystyle d\times d} for the one with minimum variance it searches amongst all possible d × d {\displaystyle d\times d} subregions. This means the central pixel of the window will be assigned the mean of the one subregion out of a poss

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  • Video renderer

    Video renderer

    A video renderer is software that processes a video file and sends it sequentially to the video display controller card for display on a computer screen. An example of a video renderer, is the VMR-7 that was used by Microsoft's DirectShow. An example of a UNIX video renderer is the one container within GStreamer. Commonly used video renderers are: Enhanced Video Renderer VMR9 Renderless Haali's Video Renderer Madvr Video Renderer JRVR, a part of JRiver Media Center

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  • Figure AI

    Figure AI

    Figure AI, Inc. is an American robotics company developing humanoid robots that operate via artificial intelligence. The company was founded in 2022 by Brett Adcock. As of late 2025, the company has a $39 billion valuation. Three generations of humanoid robots (Figure 01–03) have been developed, as well as two iterations of a vision-language-action model (Helix 01–02), which can control up to two robots at once. By 2026, the robots demonstrated the potential ability to perform household work and the company gained publicity when a Figure 03 appeared at a White House event. == History == Figure AI was founded in 2022 by Brett Adcock, also known for founding Archer Aviation and Vettery. That year, the company introduced its prototype, Figure 01, a bipedal robot designed for manual labor, initially targeting the logistics and warehousing sectors. The initial model utilized external cabling for easier maintenance. In May 2023, Figure AI raised $70 million from investors including Adcock, who invested $20 million, and Parkway Venture Capital. In January 2024, Figure AI announced a partnership with BMW to deploy humanoid robots in automotive manufacturing facilities. In February 2024, Figure AI secured $675 million in venture capital funding from a consortium that includes Jeff Bezos, Microsoft, Nvidia, Intel, and the startup-funding divisions of Amazon and OpenAI; the company was then valued at $2.6 billion. Figure AI also announced a partnership with OpenAI, which would build specialized artificial intelligence (AI) models for Figure AI's humanoid robots, enabling its robots to process language; the collaboration ended after a year, with Adcock stating that large language models had become a smaller problem compared to those allowing for "high rate robot control". In August 2024, the company introduced Figure 02, describing it as the next step toward deploying humanoids for industrial use. The machine has 35 degrees of freedom (DOF), while the five-fingered hands have 16 DOF and the ability to carry up to 25 kilograms (55 lb). The model is equipped with cabling integrated into the limbs, a torso-placed battery, six RGB cameras, and an onboard vision-language-action (VLA) model. It has three times the computing power (including inference AI) of the previous model, including two graphics processing units, supported by Nvidia. Microphones, speakers, and custom AI models (developed with OpenAI) enable communication with humans. In early 2025, Figure AI announced BotQ, a manufacturing facility aiming to produce 12,000 humanoids per year with the help of its own humanoid robots, and Helix, a VLA model that can control up to two robots at once. Helix enables a robot to interact with the world without extensive manual training, according to the company allowing it to pick up nearly any small household object. By April, the company issued cease-and-desist letters to at least two secondary brokers promoting its private stock without authorization. In September, a third round of financing exceeded $1 billion, raising the company's total valuation to $39 billion. Investors included Brookfield Asset Management, Intel, Macquarie Capital, Nvidia, Parkway Venture Capital, Qualcomm, Salesforce, and T-Mobile. In October 2025, Figure 03 was introduced. According to the company, its hardware and software redesign aims to create a general-purpose robot able to learn directly from humans. An upgraded camera system delivers twice the frame rate, a quarter the latency, and a 60% wider field of view, in addition to a camera in each hand. Tactile sensors in the fingertips can detect forces as little as 3 grams (0.1 oz). It incorporates soft materials and a protected battery for safety, and removable, washable textiles. It supports wireless inductive charging. In November 2025, the former head of product safety sued the company on the basis of being fired for raising the concern that the company's robots were strong enough to fracture a human skull. By early 2026, Figure 02 had been used in demonstrations showing that it could load a washing machine, sort packages, and fold laundry. That January, Helix 02 was released, expanding the AI model to the entire body to allow for functional autonomy. A Helix 02–powered Figure 02 was shown to be capable of loading and unloading a dishwasher, based on hours of motion-capture data and simulation-based machine learning. In March, U.S. First Lady Melania Trump appeared at the White House with a Figure 03, promoting the presumptive eventual ability of AI to teach children. In May 2026, Figure AI livestreamed a group of their robots processing packages nonstop for almost a week, inspiring a 10-hour competition between their robot and a human, in which the robot performed 98.5% as well as the human.

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  • Oculus Medium

    Oculus Medium

    Oculus Medium is a digital sculpting software that works with virtual reality headsets and 6DoF motion controllers. It is used to create and paint digital sculptures. Medium works only on Oculus Rift. It was released on December 5, 2016, following with a major update in 2018 introducing new features and a revamped UI. On December 9, 2019, Oculus Medium was acquired by Adobe and re-named to "Medium by Adobe".

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  • Percept (artificial intelligence)

    Percept (artificial intelligence)

    A percept is the input that an intelligent agent is perceiving at any given moment. It is essentially the same concept as a percept in psychology, except that it is being perceived not by the brain but by the agent. A percept is detected by a sensor, often a camera, processed accordingly, and acted upon by an actuator. Each percept is added to a "percept sequence", which is a complete history of each percept ever detected. The agent's action at any instant point may depend on the entire percept sequence up to that particular instant point. An intelligent agent chooses how to act not only based on the current percept, but the percept sequence. The next action is chosen by the agent function, which maps every percept to an action. For example, if a camera were to record a gesture, the agent would process the percepts, calculate the corresponding spatial vectors, examine its percept history, and use the agent program (the application of the agent function) to act accordingly. == Examples == Examples of percepts include inputs from touch sensors, cameras, infrared sensors, sonar, microphones, mice, and keyboards. A percept can also be a higher-level feature of the data, such as lines, depth, objects, faces, or gestures.

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  • Construction robots

    Construction robots

    Construction robots are a subset of industrial robots used for building and infrastructure construction on site, or in the production of materials and components offsite. A 2021 survey said 55% of construction companies in the United States, Europe, and China used robots in some form. This figure, however, reflects reported use across the construction value chain rather than widespread deployment of robots on active construction sites. Real-world adoption remains limited, with many robotic systems confined to pilot projects, controlled environments, or specific task applications rather than continuous on-site construction use. One of the main challenges in deploying robots on construction sites is the unstructured and variable nature of the environment, which differs fundamentally from controlled factory settings where industrial robots have traditionally operated. Some robots currently deployed on job sites assist with physically demanding or repetitive tasks: excavating, lifting heavy materials, surveying, laying out markers, tying rebar, and installing drywall. More advanced systems are being developed for exterior finishing, steel placement, masonry, and reinforced concrete work. In practice, rather than autonomous systems performing core building tasks, the most widely adopted robot applications on construction sites involve technologies such as aerial drones (or, less frequently, robot 'dogs' - for example, Boston Dynamics' Spot - or humanoid robots) used for surveying, inspection, and progress monitoring (the robots typically carry video and/or 360-degree cameras, LiDar scanners or other data capture devices, with data analysed using artificial intelligence and machine learning). Some emerging systems are designed as multifunctional construction robots, integrating multiple tools and capabilities within a single robotic platform to perform different stages of the construction process. These systems aim to improve operational flexibility and increase automation in complex construction environments. Experimental projects using robotic construction technologies and additive manufacturing have been demonstrated in several countries as part of broader efforts to industrialize the construction sector and improve productivity through automation and digitalization. == Features == Construction robots are generally required to meet the following criteria: Mobility: the ability to navigate around a construction site, including uneven terrain and confined spaces. Adaptability: the ability to handle components of variable size, weight, and shape. Environmental awareness: the ability to sense and respond to changing on-site conditions. Interactivity: the ability to operate alongside human workers and other equipment. Multitasking: the ability to perform several different operations within a single deployment. == Capabilities == Construction robots have been developed and tested for a range of on-site tasks, including: Progress monitoring — robots equipped with cameras and sensors can track construction progress and identify deviations from plans. Inspection — robots are used to investigate infrastructure at dangerous or inaccessible locations, reducing risk to human workers and eliminating human error. Wall construction — robotic systems can lay bricks and blocks with greater speed and consistency than manual labour. Earthmoving and material handling — autonomous excavators and haul trucks use GPS, lidar, and motion sensors to perform digging, trenching, and loading tasks with minimal human input. Grading and dozing — autonomous bulldozers use GPS, gyroscopes, and laser sensors to control blade angle and depth, improving surface finish accuracy and reducing material overuse. 3D printing — additive manufacturing systems can construct walls and structural elements directly from digital models. == Notable construction-related activities undertaken by robots == The distribution of robotic applications in construction varies across the project lifecycle. Most applications are concentrated in structural construction tasks such as masonry, concrete work, and assembly, while other phases, including planning, maintenance, and demolition, remain less represented. === Automated building systems === The Nisseki Yokohama Building (also known as Rail City Yokohama), a 30-storey office building in Yokohama, Japan, was constructed between 1994 and 1997 using the SMART system (Shimizu Manufacturing system by Advanced Robotics Technology), developed by Shimizu Corporation and a consortium of seven other Japanese companies. The system used automated horizontal hoists and vertical lifts to position steel beams, columns, precast concrete floor slabs, and prefabricated facade panels, with welding robots connecting structural elements under laser-guided precision. Each component was tracked by barcode to monitor progress and coordinate just-in-time delivery of materials. Obayashi Corporation developed the Advanced Building Construction System (ABCS), a similar automated platform used in several high-rise projects in Japan in the 1990s, including the NEC Head Office in Kanagawa (1997–2000). === Progress monitoring, inspection === Boston Dynamics' Spot was used in February 2024 to inspect sections of the M5 motorway in England for National Highways. A £15,000 humanoid robot (a G1 model from Chinese manufacturer Unitree) was deployed to capture 360-degree imagery and progress reports to support health and safety monitoring and reporting for UK contractor Tilbury Douglas in April 2026. In the US, Virginia Tech's ARCADE research lab is developing MARIO (Multi-Agent Robotic system for Inspection On-site), a heterogenous robotic system deploying multiple robots capable of different locomotion to perform remote real-time construction progress monitoring in complex construction sites. === Earthmoving === === Concrete works === Obayashi Corporation developed and deployed a robotic system for placing concrete layers in dam construction in Japan. A concrete floor finishing robot was deployed by Kajima and Tokimec in Japan. The MARK series were designed in 1984 to automate the levelling and trowelling of concrete slabs on construction sites, providing consistent finishing accuracy, improved efficiency, and reduced dependence on skilled labour === Masonry === SAM100 (Semi-Automated Mason), developed by Construction Robotics, is one of the first commercially available bricklaying robots for on-site masonry construction. In 2018, it was used in the construction of the University Arts Building at the University of Nevada, Reno — a $35.5 million facility — where it laid over 60,000 of the 100,000 bricks required, reducing the brick veneer installation time by approximately 50%. Hadrian X, developed by the Australian company Fastbrick Robotics, is a fully autonomous mobile bricklaying robot. In November 2022, it completed its first commercial project — five four-bedroom houses in Wellard, Western Australia. In February 2025, PulteGroup, one of the largest homebuilders in the United States, piloted Hadrian X on a site in Florida, constructing an entire house in a single day. === 3D printing === In May 2025, a residential building in Arinaga, Gran Canaria, Spain, was completed using 3D printing construction technology, as part of broader efforts to demonstrate robotic and additive manufacturing methods in the housing sector. In 2026, a three-storey apartment block in France was constructed using concrete 3D printing technology, three months faster than conventional building methods. Finland's Hyperion Robotics has opened a UK factory and used 3D printing with concrete to produce foundations for pipelines and for electricity substation bases, reducing time-consuming and weather-dependent onsite construction processes. == Social impact == The adoption of construction robots varies significantly by region and is shaped by labour market conditions, cultural attitudes, and regulatory frameworks. In Japan, construction robots have been embraced as a response to an ageing workforce and chronic labour shortages, and are generally viewed positively by the industry. In the United States, adoption has historically been slower, partly due to resistance from labour unions concerned about job displacement. Research suggests that the impact of automation on workers is uneven: while robots can create a productivity effect that benefits some workers, displacement effects are most pronounced among younger, less-educated workers in manufacturing-heavy regions. More than 60% of construction firms now report difficulty finding skilled operators, which has increased openness to automation as a practical solution to workforce shortages rather than a replacement for workers. In the UK, during onsite deployment of a humanoid robot for monitoring purposes, there were concerns that staff might think they were being watched ("It's not there to spy on people.... So, we insist that everyone is blurred out. N

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  • Minimum resolvable contrast

    Minimum resolvable contrast

    Minimum resolvable contrast (MRC) is a subjective measure of a visible spectrum sensor’s or camera's sensitivity and ability to resolve data. A snapshot image of a series of three bar targets of selected spatial frequencies and various contrast coatings captured by the unit under test (UUT) is used to determine the MRC of the UUT, i.e., the visible spectrum camera or sensor. A trained observer selects the smallest target resolvable at each contrast level. Typically, specialized computer software collects the inputted data of the observer and provides a graph of contrast vs. spatial frequency at a given luminance level. A first order polynomial is fitted to the data and an MRC curve of spatial frequency versus contrast is generated.

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  • PCPaint

    PCPaint

    PCPaint was one of the first IBM PC-based mouse-driven GUI paint programs, released in 1984. It followed after Microsoft Doodle, released in 1983 with the Microsoft Mouse version 1 drivers for DOS, and around the same time as Digital Research’s Draw program. It was developed and created by John Bridges and Doug Wolfgram. It was later developed into Pictor Paint. The hardware manufacturer Mouse Systems bundled PCPaint with millions of computer mice that they sold, making PCPaint one of the best-selling DOS-based paint programs of the mid 1980s. == History == In 1983, Doug Wolfgram bought a Microsoft Mouse and decided to write a drawing program for it. They named it “Mouse Draw”. The interface was primitive but the program functioned well. Wolfgram traveled to SoftCon in New Orleans where he demonstrated the program to Mouse Systems. Mouse Systems was developing an optical mouse and they wanted to bundle a painting program so they agreed to publish Mouse Draw. The original program was written entirely in assembly language with primitive graphics routines developed by Wolfgram. John Bridges worked for an educational software company, Classroom Consortia Media, Inc., developing and writing Apple and IBM graphics libraries for CCM's software. Bridges and Wolfgram were friends who had been connected through a bulletin board system developed and run by Wolfgram. The two collaborated cross country via the BBS, Wolfram in California and Bridges in New York. Mouse Systems wanted the paint program to capture the look and feel of MacPaint. John Bridges and Doug Wolfgram started reworking Mouse Draw into what became PCPaint. The program was completely re-written using Bridge's graphics library and the top-level elements were written in C rather than assembly language. Bridges developed the core graphics code for the first version of PCPaint while Wolfgram worked on the user interface and top-level code. Mouse Systems signed an exclusive agreement with Wolfgram's company, Microtex Industries, Inc., to bundle PCPaint with every mouse they sold. They began publishing PCPaint with their mice in 1984. Microsoft responded in 1985 by bundling a competing product, PC Paintbrush, with version 4 of its DOS drivers for the Microsoft Mouse, replacing its in-house Microsoft Doodle program which it published with version 1 of the DOS drivers in mid-1983. Microsoft’s mouse began to outsell Mouse Systems mouse. In November 1985 Microsoft bundled a cut-down version of PC Paintbrush with Windows 1.0 (called Microsoft Paint), later bundling an updated version of PC Paintbrush with Windows 3.0 (as Paintbrush), impacting PCPaint’s marketshare. In early 1987, Mouse Systems decided that PCPaint wasn't helping to sell mice any longer so they discontinued the bundle deal and returned rights to the code to MicroTex Industries, but retained rights to the name, PCPaint. Wolfgram then combined the paint program with a new animation system he was developing (called GRASP) and Paul Mace Software bought publishing rights to the animation system and PCPaint, which was to be renamed Pictor. Bridges again got involved and took over programming responsibilities for GRASP as well as PCPaint while Wolfgram focused on more of the business details. In creating the first version of PCPaint, Doug had a dual-floppy machine with a Computer Innovations compiler on one disk and source code on the other. John had the "luxury" of a 10MB hard disk in his XT. Data was exchanged daily via 1200, then 2400 baud modems. === Authorship and Ownership === John Bridges and Wolfgram continued to work on PCPaint and GRASP on behalf of Paul Mace Software until 1990. Also in that year, Doug Wolfgram sold his remaining rights to PCPaint (and its animation system, GRASP) to John Bridges. In 1994, GRASP development stopped and so did development of Pictor Paint. John Bridges terminated his GRASP publishing contract with Paul Mace Software, and went off to create GLPro (the next generation of GRASP) with GMEDIA. Along with GLPro, came GLPaint, the successor to PCPaint and Pictor Paint. == Versions == In June 1984, Mouse Systems shipped PCPaint 1.0, the first GUI based Paint program for the IBM PC family of computers. John Bridges and Doug Wolfgram, were the co-authors of PCPaint 1.0. PCPaint 1.0 saved its graphics in a modified BSaved image format with the extension of ".PIC". The release of PCPaint Version 1.5 followed in late 1984, with the additions of graphics image compression for the .PIC format and support for "larger-than-screen" images. PCjr support was also added in this version after overcoming severe memory shortage problems getting PCPaint to run on the 128k PCjr. October 1985 saw the release of PCPaint 2.0. EGA support and publishing features were added to this version. The .PIC format was further refined, offering support for the rapidly expanding graphics capabilities of the PC and efficient image compression. PCPaint 3.1 was released in 1989. Unlike previous versions, it was not bundled with mice but was sold as a stand-alone software product. PCPaint 3.1 offered improved text and image handling, provided 36 types of flood and fill, worked with VGA adapters in hi-res 16-color and 256-color modes, allowed the user to save and retrieve files in a variety of intercompatible formats (.PIC, .GIF, .PCX, .IMG), and printed selected portions of images on color or black-and-white dot matrix, ink jet, and laser printers such as PostScript and HP Laser Jet. PCPaint 3.1 is still in use today by some users of DOS emulation programs like DOSBox and available for free download. Pictor Paint was an improved version, written by John Bridges, and bundled with GRASP GRaphical System for Presentation also written by John Bridges. It was also called "The Painter's Easel". GLPaint, released in 1995, was the last in this series of paint programs written by John Bridges. By 1998 version 7.0 provided support for TrueColor images and the Pictor PIC format was expanded to handle these. == Pictor PIC Image Format == PCPaint 1.0 saved its graphics in a modified BSAVE image format (which was popular at the time) with the file type (extension) of ".PIC". By PCPaint 1.5 this format was extended further to accommodate image compression. With the release of version 2.0 the PICtor PIC image format was developed almost to its present state, with no similarity to the BSAVE format used by earlier versions. Pictor Paint saved its files in a compressed format with the file extension PIC, which was the same format used by PCPaint.

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  • Alipay

    Alipay

    Alipay (simplified Chinese: 支付宝; traditional Chinese: 支付寶; pinyin: zhīfùbǎo) is a third-party mobile and online payment platform, established in Hangzhou, China, in February 2004 by Alibaba Group and its founder Jack Ma. In 2015, Alipay moved its headquarters to Pudong, Shanghai, although its parent company Ant Financial remains Hangzhou-based. Alipay overtook PayPal as the world's largest mobile (digital) payment platform in 2013. As of June 2020, Alipay serves over 1.3 billion users and 80 million merchants. According to the statistics of the fourth quarter of 2018, Alipay has a 55.32% share of the third-party payment market in mainland China, and it continues to grow. Along with WeChat, Alipay has been described to be China's super-app with a wide range of functionalities including ridesharing, travel booking and medical appointments. == History == The service was first launched in 2003, by Taobao. The People's Bank of China, China's central bank, issued licensing regulations in June 2010 for third-party payment providers. It also issued separate guidelines for foreign-funded payment institutions. Because of this, Alipay, which accounted for half of China's non-bank online payment market, was restructured as a domestic company controlled by Alibaba CEO Jack Ma in order to facilitate the regulatory approval for the license. The 2010 transfer of Alipay's ownership was controversial, with media reports in 2011 that Yahoo! and Softbank (Alibaba Group's controlling shareholders) were not informed of the sale for nominal value. Chinese business publication Century Weekly criticised Ma, who stated that Alibaba Group's board of directors was aware of the transaction. The incident was criticised in foreign and Chinese media as harming foreign trust in making Chinese investments. The ownership dispute was resolved by Alibaba Group, Yahoo!, and Softbank in July 2011. In 2013, Alipay launched a financial product platform called Yu'e Bao. Alipay partnered with Tianhong Asset Management to launch the it. Yu'e Bao offers an online money market account in which Alipay customers can deposit money and receive a higher interest rate than that available from banks. It soon became China's largest online money market fund and prompted competitors like Baidu and Tencent to introduce alternatives. Alibaba (the parent company of Alipay) reported having 152 million Yu'e Bao users in mid-2016, with 810 billion RMB (US$117 billion) in funds under management. In 2015, Alipay's parent company was re-branded as Ant Financial Services Group. In 2017, Alipay unveiled their facial recognition payment service. In 2020, Alipay upgraded from a payment financial instrument to an open platform for digital life. In 2021, the mandate by the Ministry of Industry and Information Technology (MIIT) to open up the "walled garden" ecosystems of the major tech companies has led to the introduction of interoperability of payment QR codes of Alipay and competing WeChat Pay and UnionPay's Cloud QuickPass platforms. In response to the increase in Alipay's payment volume due to use on Alibaba's e-commerce sites and others, Chinese regulators introduced new rules in 2020. The new rules focused on Alipay because the payment volume exploded due to its use on Alibaba's e-commerce sites and other platforms. By the second quarter in 2020, Alipay held 55.6% of China's third party mobile payment market. The People's Bank of China made rules that required payment firms to place money with regulators and anti-monopoly reviews would be triggered if the amount exceeded 50% market share. The rules included that the People's Bank of China mandate an online-payment clearing route through the NetsUnion Clearing Corporation, a centralized, state-overseen clearing body, and that unused consumer funds be held by a third-party payment provider in a non-interest-bearing account. These measures increased transparency and reduced systemic risk. When Alipay operates outside of China, it must comply with local financial regulations, which may treat specific functions such as money-market funds or investment-linked products. In Singapore, such services may require prior authorization from securities or financial-services regulators before they can be offered to residents. == Services == Alipay states that it operates with more than 65 financial institutions including Visa and MasterCard to provide payment services for Taobao and Tmall as well as more than 460,000 online and local Chinese businesses. Alipay is used in smartphones with their Alipay Wallet app. QR code payment codes are used for local in-store payments. The Alipay app also provides features such as credit card bill payments, bank account managements, P2P transfer, prepay mobile phone top-up, bus and train ticket purchases, food orders, vehicles for hire, insurance selections and a digital identification document storage. Alipay also allows online check-out on most Chinese-based websites such as Taobao and Tmall. The Alipay app allows users to add their own services provided from different companies to create a more personalised experience. Since late 2008, Alipay has promoted public service payment services and has covered more than 300 cities nationwide, supporting more than 1,200 partner organizations. In addition to utility bills such as water and electricity, Alipay also extends their services to areas such as paying transportation fines, property fees, and cable television fees. Common online payment services also include hydropower coal payment, tuition payment and traffic fine. On 15 January 2009, Alipay launched a credit card repayment service, supporting 39 domestic bank-issued credit cards. It is currently the most popular third-party repayment platform. The main advantages are free credit card bills checking, repayments with no administrative fee, as well as automatic repayment, repayment reminders and other value-added services. In the first quarter of 2014, 76% of credit cards were also paid by Alipay Wallet. From December 2013, several chain convenience store companies, including Meiyijia, Hongqi Chain, and Qishiduo C-STORE and 7-Eleven, have successively supported Alipay payment; in December, Beijing taxi drivers began to accept Alipay to pay the fare. Subsequently, Wanda Cinema, Joy City, Wangfujing and other large-scale retail companies as well as movie theaters, KTV, and catering companies have access to Alipay. From 26 March 2019, the service fee will be charged for the payment of credit card through Alipay. Customers only pay the portion of the payment that exceeds 2,000 yuan at 0.1%. In addition to this, in 2019, Walgreens accepted Alipay as payment in 3,000 US stores. Walgreen's products are available to Chinese customers through Alibaba's Tmall online marketplace. The payment application can also be used on Alibaba.com's site and Taobao as a means of payment. A Nielsen report suggests that over 90% of Chinese tourists would be willing to use mobile payment overseas if given the option. Many Chinese tourists do not have international credit cards, and so Alipay is a payment option. Digital payments have become the norm in China as the government pushes a cashless system even in rural and village areas. In November 2019, Alipay introduced Tourpass, a service component that allows non-Chinese users to use its mobile payment feature by pre-loading Chinese Yuan equivalent foreign currency into the app. In 2020, Alipay used a QR code system to help in containing the COVID-19 outbreak. The health code system tags users one of three colors according to their location, basic health information and travel history. "Beauty filters" were included to Alipay's face-scan payment system in a new upgrade that was released in July 2019. The market has responded well to the "beauty filters," which make users seem better when they use the program to make payments. Alipay Tap is a payment function launched by Alipay in July 2024. Alipay+ NFC enables wallets to offer tap-to-pay acceptance across Mastercard's global contactless network, all within your existing wallet infrastructure. == Foreign expansion == Outside of China, more than 300 worldwide merchants use Alipay to sell directly to consumers in China. It currently supports transactions in 18 foreign currencies. Since the launch of Alipay in the Mainland China, Ant Financial introduced a series of expansion of the services to other countries. Other than expanding into individual countries, the system would also be integrated with online payment platform providers. Ant Group had acquired a majority stake into 2C2P, a Singapore-based provider used by merchants worldwide in April 2022, and would eventually integrate Alipay with 2C2P. === Asia === ==== Bangladesh ==== In 2018, Alipay bought 20% shares in Bangladeshi mobile financial service provider bKash Limited. ==== Hong Kong ==== In 2017, Ant Financial expanded to Hong Kong. In a joint venture with CK Hutchison, as Alipay Payment Ser

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  • ISSCO Graphics

    ISSCO Graphics

    Integrated Software Systems Corporation (ISSCO), doing business as ISSCO Graphics, was an American software developer and publisher based in San Diego, California, and active from 1970 to 1986. They were best known for their enterprise graphics software packages, including Tellagraf, CueChart and Disspla. == History == ISSCO Graphics had considered acquiring Breakthrough Software, whose software focus involved PC DOS, as a means of getting into the PC arena, but backed off when Computer Associates made an offer to acquire ISSCO. By early 1987 it was reported that "Issco users breathe sigh of relief" that all was well. The ISSCO User's Group was founded in 1976. ISSCO, which was founded in 1970 by Peter Preuss, was acquired by Computer Associates in 1986. == Notable products == === Tellagraf === ISSCO's Tellagraf is an early software package designed to allow end-users to "turn out full color, professional quality charts" with initial results displayed on a screen, modified as needed, and then "a final 'hard-copy' can be made .. or made into 35mm color transparencies for projection onto a screen." Users of Tellagraf often had access to CueChart and Disspla software. Often computer sites having one had all three. Terminals with varying degrees of graphics, such as the DEC's VT100 and Tektronix's Tektronix 4xxx family of text and graphics terminals. were supported, and the software ran on popular computing platforms. Four years are important to Tellagraf's early history: 1978: ease of use 1980: graphic-artist quality 1982: introduction of CueChart, and recognition by IEEE. 1983: "quality graphics enters the mainstream of data processing with ..." Tellegraf was eventually acquired by Computer Associates and renamed CA-Tellegraf. SAS users found it helpful. Universities, research institutes and financial services firms were among early users. === Disspla === Disspla is a package of data plotting subroutines that can be used from high level languages. It was also acquired by Computer Associates. === Tellaplan === In 1983 ISSCO introduced Tellaplan, "a project planning, report and schedule charting system for Tell-A- Graf users in IBM MVS or CMS or Digital Equipment Corp. VAX computers" atop which they built "two visual project management software packages" three years later.

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  • Desktop Window Manager

    Desktop Window Manager

    Desktop Window Manager (DWM, previously Desktop Compositing Engine or DCE in builds of pre-reset Windows Longhorn) is the compositing window manager in Microsoft Windows since Windows Vista that enables the use of hardware acceleration to render the graphical user interface of Windows. It was originally created to enable portions of the new "Windows Aero" user experience, which allowed for effects such as transparency, 3D window switching and more. It is also included with Windows Server 2008, but requires the "Desktop Experience" feature and compatible graphics drivers to be installed. == Architecture == The Desktop Window Manager is a compositing window manager, meaning that each program has a buffer that it writes data to; DWM then composites each program's buffer into a final image. By comparison, the stacking window manager in Windows XP and earlier (and also Windows Vista and Windows 7 with Windows Aero disabled) comprises a single display buffer to which all programs write. DWM works in different ways depending on the operating system (Windows 7 or Windows Vista) and on the version of the graphics drivers it uses (WDDM 1.0 or 1.1). Under Windows 7 and with WDDM 1.1 drivers, DWM only writes the program's buffer to the video RAM, even if it is a graphics device interface (GDI) program. This is because Windows 7 supports (limited) hardware acceleration for GDI and in doing so does not need to keep a copy of the buffer in system RAM so that the CPU can write to it. Because the compositor has access to the graphics of all applications, it easily allows visual effects that string together visuals from multiple applications, such as transparency. DWM uses DirectX to perform the function of compositing and rendering in the GPU, freeing the CPU of the task of managing the rendering from the off-screen buffers to the display. However, it does not affect applications painting to the off-screen buffers – depending on the technologies used for that, this might still be CPU-bound. DWM-agnostic rendering techniques like GDI are redirected to the buffers by rendering the user interface (UI) as bitmaps. DWM-aware rendering technologies like WPF directly make the internal data structures available in a DWM-compatible format. The window contents in the buffers are then converted to DirectX textures. The desktop itself is a full-screen Direct3D surface, with windows being represented as a mesh consisting of two adjacent (and mutually inverted) triangles, which are transformed to represent a 2D rectangle. The texture, representing the UI chrome, is then mapped onto these rectangles. Window transitions are implemented as transformations of the meshes, using shader programs. With Windows Vista, the transitions are limited to the set of built-in shaders that implement the transformations. Greg Schechter, a developer at Microsoft has suggested that this might be opened up for developers and users to plug in their own effects in a future release. DWM only maps the primary desktop object as a 3D surface; other desktop objects, including virtual desktops as well as the secure desktop used by User Account Control are not. Because all applications render to an off-screen buffer, they can be read off the buffer embedded in other applications as well. Since the off-screen buffer is constantly updated by the application, the embedded rendering will be a dynamic representation of the application window and not a static rendering. This is how the live thumbnail previews and Windows Flip work in Windows Vista and Windows 7. DWM exposes a public API that allows applications to access these thumbnail representations. The size of the thumbnail is not fixed; applications can request the thumbnails at any size - smaller than the original window, at the same size or even larger - and DWM will scale them properly before returning. Aero Flip does not use the public thumbnail APIs as they do not allow for directly accessing the Direct3D textures. Instead, Aero Flip is implemented directly in the DWM engine. The Desktop Window Manager uses Media Integration Layer (MIL), the unmanaged compositor which it shares with Windows Presentation Foundation, to represent the windows as composition nodes in a composition tree. The composition tree represents the desktop and all the windows hosted in it, which are then rendered by MIL from the back of the scene to the front. Since all the windows contribute to the final image, the color of a resultant pixel can be decided by more than one window. This is used to implement effects such as per-pixel transparency. DWM allows custom shaders to be invoked to control how pixels from multiple applications are used to create the displayed pixel. The DWM includes built-in Pixel Shader 2.0 programs which compute the color of a pixel in a window by averaging the color of the pixel as determined by the window behind it and its neighboring pixels. These shaders are used by DWM to achieve the blur effect in the window borders of windows managed by DWM, and optionally for the areas where it is requested by the application. Since MIL provides a retained mode graphics system by caching the composition trees, the job of repainting and refreshing the screen when windows are moved is handled by DWM and MIL, freeing the application of the responsibility. The background data is already in the composition tree and the off-screen buffers and is directly used to render the background. In pre-Vista Windows OSs, background applications had to be requested to re-render themselves by sending them the WM_PAINT message. DWM uses double-buffered graphics to prevent flickering and tearing when moving windows. The compositing engine uses optimizations such as culling to improve performance, as well as not redrawing areas that have not changed. Because the compositor is multi-monitor aware, DWM natively supports this too. During full-screen applications, such as games, DWM does not perform window compositing and therefore performance will not appreciably decrease. On Windows 8 and Windows Server 2012, DWM is used at all times and cannot be disabled, due to the new "start screen experience" implemented. Since the DWM process is usually required to run at all times on Windows 8, users experiencing an issue with the process are seeing memory usage decrease after a system reboot. This is often the first step in a long list of troubleshooting tasks that can help. It is possible to prevent DWM from restarting temporarily in Windows 8, which causes the desktop to turn black, the taskbar grey, and break the start screen/modern apps, but desktop apps will continue to function and appear just like Windows 7 and Vista's Basic theme, based on the single-buffer renderer used by XP. They also use Windows 8's centered title bar, visible within Windows PreInstallation Environment. Starting up Windows without DWM will not work because the default lock screen requires DWM unlike the fallback lockscreen that appears as a command line interface program when Windows.UI.Logon.dll isn't present on Windows versions such as 1507 and later, so it can only be done on the fly, and does not have any practical purposes. Starting with Windows 10, disabling DWM in such a way will cause the entire compositing engine to break, even traditional desktop apps, due to Universal App implementations in the taskbar and new start menu. Windows can still be partially usable without the presence of DWM but requires Sihost.exe to not be present due to it relying on DWM. Most of the applications in Windows 11 require DWM to render UI elements and transparency, Windows 11's new task manager requires dwm to render menus unlike the fallback -d version. Unlike its predecessors, Windows 8 supports basic display adapters through Windows Advanced Rasterization Platform (WARP), which uses software rendering and the CPU to render the interface rather than the graphics card. This allows DWM to function without compatible drivers, but not at the same level of performance as with a normal graphics card. DWM on Windows 8 also adds support for stereoscopic 3D. == Redirection == For rendering techniques that are not DWM-aware, output must be redirected to the DWM buffers. With Windows, either GDI or DirectX can be used for rendering. To make these two work with DWM, redirection techniques for both are provided. With GDI, which is the most used UI rendering technique in Microsoft Windows, each application window is notified when it or a part of it comes in view and it is the job of the application to render itself. Without DWM, the rendering rasterizes the UI in a buffer in video memory, from where it is rendered to the screen. Under DWM, GDI calls are redirected to use the Canonical Display Driver (cdd.dll), a software renderer. A buffer equal to the size of the window is allocated in system memory and CDD.DLL outputs to this buffer rather than the video memory. Another buffer is allocated in the video memory to represent t

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  • Aldus PhotoStyler

    Aldus PhotoStyler

    Aldus PhotoStyler was a graphics software program developed by the Taiwanese company Ulead. Released in June 1991 as the first 24 bit image editor for Windows, it was bought the same year by the Aldus Prepress group. Its main competition was Adobe Photoshop. Version 2.0 (late 1993) introduced a new user interface and improved color calibration. PhotoStyler SE - lacking some features of the version 2.0 - was bundled with scanners like HP ScanJet. The product disappeared from the Adobe product line after Adobe acquired Aldus in 1994.

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  • Insider threat

    Insider threat

    An insider threat is a perceived threat to an organization that comes from people within the organization, such as employees, former employees, contractors or business associates, who have inside information concerning the organization's security practices, data and computer systems. The threat may involve fraud, the theft of confidential or commercially valuable information, the theft of intellectual property, or the sabotage of computer systems. == Overview == Insiders may have accounts giving them legitimate access to computer systems, with this access originally having been given to them to serve in the performance of their duties; these permissions could be abused to harm the organization. Insiders are often familiar with the organization's data and intellectual property as well as the methods that are in place to protect them. This makes it easier for the insider to circumvent any security controls of which they are aware. Physical proximity to data means that the insider does not need to hack into the organizational network through the outer perimeter by traversing firewalls; rather they are in the building already, often with direct access to the organization's internal network. Insider threats are harder to defend against than attacks from outsiders, since the insider already has legitimate access to the organization's information and assets. An insider may attempt to steal property or information for personal gain or to benefit another organization or country. The threat to the organization could also be through malicious software left running on its computer systems by former employees, a so-called logic bomb. == Research == Insider threat is an active area of research in academia and government. The CERT Coordination Center at Carnegie-Mellon University maintains the CERT Insider Threat Center, which includes a database of more than 850 cases of insider threats, including instances of fraud, theft and sabotage; the database is used for research and analysis. CERT's Insider Threat Team also maintains an informational blog to help organizations and businesses defend themselves against insider crime. The Threat Lab and Defense Personnel and Security Research Center (DOD PERSEREC) has also recently emerged as a national resource within the United States of America. The Threat Lab hosts an annual conference, the SBS Summit. They also maintain a website that contains resources from this conference. Complimenting these efforts, a companion podcast was created, Voices from the SBS Summit. In 2022, the Threat Lab created an interdisciplinary journal, Counter Insider Threat Research and Practice (CITRAP) which publishes research on insider threat detection. === Findings === In the 2022 Data Breach Investigations Report (DBIR), Verizon found that 82% of breaches involved the human element, noting that employees continue to play a leading role in cybersecurity incidents and breaches. According to the UK Information Commissioners Office, 90% of all breaches reported to them in 2019 were the result of mistakes made by end users. This was up from 61% and 87% over the previous two years. A 2018 whitepaper reported that 53% of companies surveyed had confirmed insider attacks against their organization in the previous 12 months, with 27% saying insider attacks have become more frequent. A report published in July 2012 on the insider threat in the U.S. financial sector gives some statistics on insider threat incidents: 80% of the malicious acts were committed at work during working hours; 81% of the perpetrators planned their actions beforehand; 33% of the perpetrators were described as "difficult" and 17% as being "disgruntled". The insider was identified in 74% of cases. Financial gain was a motive in 81% of cases, revenge in 23% of cases, and 27% of the people carrying out malicious acts were in financial difficulties at the time. The US Department of Defense Personnel Security Research Center published a report that describes approaches for detecting insider threats. Earlier it published ten case studies of insider attacks by information technology professionals. Cybersecurity experts believe that 38% of negligent insiders are victims of a phishing attack, whereby they receive an email that appears to come from a legitimate source such as a company. These emails normally contain malware in the form of hyperlinks. == Typologies and ontologies == Multiple classification systems and ontologies have been proposed to classify insider threats. Traditional models of insider threat identify three broad categories: Malicious insiders, which are people who take advantage of their access to inflict harm on an organization; Negligent insiders, which are people who make errors and disregard policies, which place their organizations at risk; and Infiltrators, who are external actors that obtain legitimate access credentials without authorization. == Criticisms == Insider threat research has been criticized. Critics have argued that insider threat is a poorly defined concept. Forensically investigating insider data theft is notoriously difficult, and requires novel techniques such as stochastic forensics. Data supporting insider threat is generally proprietary (i.e., encrypted data). Theoretical/conceptual models of insider threat are often based on loose interpretations of research in the behavioral and social sciences, using "deductive principles and intuitions of subject matter expert." Adopting sociotechnical approaches, researchers have also argued for the need to consider insider threat from the perspective of social systems. Jordan Schoenherr said that "surveillance requires an understanding of how sanctioning systems are framed, how employees will respond to surveillance, what workplace norms are deemed relevant, and what ‘deviance’ means, e.g., deviation for a justified organization norm or failure to conform to an organizational norm that conflicts with general social values." By treating all employees as potential insider threats, organizations might create conditions that lead to insider threats. == Sector-specific concerns == === Healthcare === The healthcare industry faces particularly acute insider threat risks due to the large number of workforce members who require access to sensitive patient records for legitimate clinical purposes. The U.S. Department of Health and Human Services has identified unauthorized access by insiders, including workforce snooping on patient records and theft of protected health information for identity fraud, as a persistent enforcement concern. The Health Insurance Portability and Accountability Act (HIPAA) Security Rule addresses insider threats through several administrative safeguards, including workforce security procedures requiring covered entities to implement policies for authorizing and supervising workforce members who work with electronic protected health information, as well as termination procedures to revoke access when employment ends (45 CFR 164.308(a)(3)). The rule also requires audit controls to record and examine information system activity (45 CFR 164.312(b)), enabling detection of unauthorized access by insiders. The December 2024 Notice of proposed rulemaking (NPRM) to overhaul the HIPAA Security Rule would strengthen insider threat defenses by mandating role-based access controls, requiring notification of relevant workforce members within 24 hours of any changes to access privileges, and requiring regular review of audit logs to detect anomalous access patterns.

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  • Ave!Comics

    Ave!Comics

    Ave!Comics Production is a privately owned French company editing comics on smartphones, tablets and computers. It was founded in 2008 and it is a subsidiary of Aquafadas, a software development company in digital publishing owned by Kobo Inc. AveComics is a comic book store for digital comic books that can be used on computers, tablets, and smartphones.(iOS, Android) Readers can buy and read comic books, manga and graphic novels in French, English and Spanish. AveComics uses a technology created by Aquafadas for comics transformation, distribution and reading, based around its AVE format. The AveComics application was also a finalist in the BlackBerry Innovation Awards 2009, in the "Entertainment" category. == Company history == Aquafadas, a company working on creative software for Flash, HTML5, photo, and video editing, created the application MyComics to allow the reading of comics on mobile in 2006. This application was made available in 2008, to enable the reading and storing of comics on iPhone and iPod Touch. A reading system adapted to low resolution screens was also available. In October of the same year, the company launched a comics library on both devices, in partnership with the Angoulême International Comics Festival, Fnac and SNCF. This library included the official selection of the festival, and was downloaded over 150 000 times. In December 2008 "The Adventures of Lucky Luke n°3", at Lucky Comics was published on both devices. The comic made a 50 000 € turnover. In April 2009, "Les Blondes" 10th volume was the top-selling comic for 10 months on the AppStore. After, in August 2009, the AveComics application was launched on iPhone, iPod Touch and BlackBerry. The company's website was launched in September when more than 100 titles were available on smartphones and computers. == Catalogue == AveComics works with over 80 international publishers including Glénat, Marsu Productions, Delcourt, Casterman, Soleil, Ubisoft, Les Humanoïdes Associés and Mad Fabrik. Comics such as "Assassin's Creed", "Talisman", "Titeuf", and "Seoul District" are sold by the company. == Award == Grand Prix Software Venture Capital - Senate 2008.

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  • Tensor operator

    Tensor operator

    In pure and applied mathematics, quantum mechanics and computer graphics, a tensor operator generalizes the notion of operators which are scalars and vectors. A special class of these are spherical tensor operators which apply the notion of the spherical basis and spherical harmonics. The spherical basis closely relates to the description of angular momentum in quantum mechanics and spherical harmonic functions. The coordinate-free generalization of a tensor operator is known as a representation operator. == The general notion of scalar, vector, and tensor operators == In quantum mechanics, physical observables that are scalars, vectors, and tensors, must be represented by scalar, vector, and tensor operators, respectively. Whether something is a scalar, vector, or tensor depends on how it is viewed by two observers whose coordinate frames are related to each other by a rotation. Alternatively, one may ask how, for a single observer, a physical quantity transforms if the state of the system is rotated. Consider, for example, a system consisting of a molecule of mass M {\displaystyle M} , traveling with a definite center of mass momentum, p z ^ {\displaystyle p{\mathbf {\hat {z}} }} , in the z {\displaystyle z} direction. If we rotate the system by 90 ∘ {\displaystyle 90^{\circ }} about the y {\displaystyle y} axis, the momentum will change to p x ^ {\displaystyle p{\mathbf {\hat {x}} }} , which is in the x {\displaystyle x} direction. The center-of-mass kinetic energy of the molecule will, however, be unchanged at p 2 / 2 M {\displaystyle p^{2}/2M} . The kinetic energy is a scalar and the momentum is a vector, and these two quantities must be represented by a scalar and a vector operator, respectively. By the latter in particular, we mean an operator whose expected values in the initial and the rotated states are p z ^ {\displaystyle p{\mathbf {\hat {z}} }} and p x ^ {\displaystyle p{\mathbf {\hat {x}} }} . The kinetic energy on the other hand must be represented by a scalar operator, whose expected value must be the same in the initial and the rotated states. In the same way, tensor quantities must be represented by tensor operators. An example of a tensor quantity (of rank two) is the electrical quadrupole moment of the above molecule. Likewise, the octupole and hexadecapole moments would be tensors of rank three and four, respectively. Other examples of scalar operators are the total energy operator (more commonly called the Hamiltonian), the potential energy, and the dipole-dipole interaction energy of two atoms. Examples of vector operators are the momentum, the position, the orbital angular momentum, L {\displaystyle {\mathbf {L} }} , and the spin angular momentum, S {\displaystyle {\mathbf {S} }} . (Fine print: Angular momentum is a vector as far as rotations are concerned, but unlike position or momentum it does not change sign under space inversion, and when one wishes to provide this information, it is said to be a pseudovector.) Scalar, vector and tensor operators can also be formed by products of operators. For example, the scalar product L ⋅ S {\displaystyle {\mathbf {L} }\cdot {\mathbf {S} }} of the two vector operators, L {\displaystyle {\mathbf {L} }} and S {\displaystyle {\mathbf {S} }} , is a scalar operator, which figures prominently in discussions of the spin–orbit interaction. Similarly, the quadrupole moment tensor of our example molecule has the nine components Q i j = ∑ α q α ( 3 r α , i r α , j − r α 2 δ i j ) . {\displaystyle Q_{ij}=\sum _{\alpha }q_{\alpha }\left(3r_{\alpha ,i}r_{\alpha ,j}-r_{\alpha }^{2}\delta _{ij}\right).} Here, the indices i {\displaystyle i} and j {\displaystyle j} can independently take on the values 1, 2, and 3 (or x {\displaystyle x} , y {\displaystyle y} , and z {\displaystyle z} ) corresponding to the three Cartesian axes, the index α {\displaystyle \alpha } runs over all particles (electrons and nuclei) in the molecule, q α {\displaystyle q_{\alpha }} is the charge on particle α {\displaystyle \alpha } , and r α , i {\displaystyle r_{\alpha ,i}} is the i {\displaystyle i} -th component of the position of this particle. Each term in the sum is a tensor operator. In particular, the nine products r α , i r α , j {\displaystyle r_{\alpha ,i}r_{\alpha ,j}} together form a second rank tensor, formed by taking the outer product of the vector operator r α {\displaystyle {\mathbf {r} }_{\alpha }} with itself. == Rotations of quantum states == === Quantum rotation operator === The rotation operator about the unit vector n (defining the axis of rotation) through angle θ is U [ R ( θ , n ^ ) ] = exp ⁡ ( − i θ ℏ n ^ ⋅ J ) {\displaystyle U[R(\theta ,{\hat {\mathbf {n} }})]=\exp \left(-{\frac {i\theta }{\hbar }}{\hat {\mathbf {n} }}\cdot \mathbf {J} \right)} where J = (Jx, Jy, Jz) are the rotation generators (also the angular momentum matrices): J x = ℏ 2 ( 0 1 0 1 0 1 0 1 0 ) J y = ℏ 2 ( 0 i 0 − i 0 i 0 − i 0 ) J z = ℏ ( − 1 0 0 0 0 0 0 0 1 ) {\displaystyle J_{x}={\frac {\hbar }{\sqrt {2}}}{\begin{pmatrix}0&1&0\\1&0&1\\0&1&0\end{pmatrix}}\,\quad J_{y}={\frac {\hbar }{\sqrt {2}}}{\begin{pmatrix}0&i&0\\-i&0&i\\0&-i&0\end{pmatrix}}\,\quad J_{z}=\hbar {\begin{pmatrix}-1&0&0\\0&0&0\\0&0&1\end{pmatrix}}} and let R ^ = R ^ ( θ , n ^ ) {\displaystyle {\widehat {R}}={\widehat {R}}(\theta ,{\hat {\mathbf {n} }})} be a rotation matrix. According to the Rodrigues' rotation formula, the rotation operator then amounts to U [ R ( θ , n ^ ) ] = 1 1 − i sin ⁡ θ ℏ n ^ ⋅ J − 1 − cos ⁡ θ ℏ 2 ( n ^ ⋅ J ) 2 . {\displaystyle U[R(\theta ,{\hat {\mathbf {n} }})]=1\!\!1-{\frac {i\sin \theta }{\hbar }}{\hat {\mathbf {n} }}\cdot \mathbf {J} -{\frac {1-\cos \theta }{\hbar ^{2}}}({\hat {\mathbf {n} }}\cdot \mathbf {J} )^{2}.} An operator Ω ^ {\displaystyle {\widehat {\Omega }}} is invariant under a unitary transformation U if Ω ^ = U † Ω ^ U ; {\displaystyle {\widehat {\Omega }}={U}^{\dagger }{\widehat {\Omega }}U;} in this case for the rotation U ^ ( R ) {\displaystyle {\widehat {U}}(R)} , Ω ^ = U ( R ) † Ω ^ U ( R ) = exp ⁡ ( i θ ℏ n ^ ⋅ J ) Ω ^ exp ⁡ ( − i θ ℏ n ^ ⋅ J ) . {\displaystyle {\widehat {\Omega }}={U(R)}^{\dagger }{\widehat {\Omega }}U(R)=\exp \left({\frac {i\theta }{\hbar }}{\hat {\mathbf {n} }}\cdot \mathbf {J} \right){\widehat {\Omega }}\exp \left(-{\frac {i\theta }{\hbar }}{\hat {\mathbf {n} }}\cdot \mathbf {J} \right).} === Angular momentum eigenkets === The orthonormal basis set for total angular momentum is | j , m ⟩ {\displaystyle |j,m\rangle } , where j is the total angular momentum quantum number and m is the magnetic angular momentum quantum number, which takes values −j, −j + 1, ..., j − 1, j. A general state within the j subspace | ψ ⟩ = ∑ m c j m | j , m ⟩ {\displaystyle |\psi \rangle =\sum _{m}c_{jm}|j,m\rangle } rotates to a new state by: | ψ ¯ ⟩ = U ( R ) | ψ ⟩ = ∑ m c j m U ( R ) | j , m ⟩ {\displaystyle |{\bar {\psi }}\rangle =U(R)|\psi \rangle =\sum _{m}c_{jm}U(R)|j,m\rangle } Using the completeness condition: I = ∑ m ′ | j , m ′ ⟩ ⟨ j , m ′ | {\displaystyle I=\sum _{m'}|j,m'\rangle \langle j,m'|} we have | ψ ¯ ⟩ = I U ( R ) | ψ ⟩ = ∑ m m ′ c j m | j , m ′ ⟩ ⟨ j , m ′ | U ( R ) | j , m ⟩ {\displaystyle |{\bar {\psi }}\rangle =IU(R)|\psi \rangle =\sum _{mm'}c_{jm}|j,m'\rangle \langle j,m'|U(R)|j,m\rangle } Introducing the Wigner D matrix elements: D ( R ) m ′ m ( j ) = ⟨ j , m ′ | U ( R ) | j , m ⟩ {\displaystyle {D(R)}_{m'm}^{(j)}=\langle j,m'|U(R)|j,m\rangle } gives the matrix multiplication: | ψ ¯ ⟩ = ∑ m m ′ c j m D m ′ m ( j ) | j , m ′ ⟩ ⇒ | ψ ¯ ⟩ = D ( j ) | ψ ⟩ {\displaystyle |{\bar {\psi }}\rangle =\sum _{mm'}c_{jm}D_{m'm}^{(j)}|j,m'\rangle \quad \Rightarrow \quad |{\bar {\psi }}\rangle =D^{(j)}|\psi \rangle } For one basis ket: | j , m ¯ ⟩ = ∑ m ′ D ( R ) m ′ m ( j ) | j , m ′ ⟩ {\displaystyle |{\overline {j,m}}\rangle =\sum _{m'}{D(R)}_{m'm}^{(j)}|j,m'\rangle } For the case of orbital angular momentum, the eigenstates | ℓ , m ⟩ {\displaystyle |\ell ,m\rangle } of the orbital angular momentum operator L and solutions of Laplace's equation on a 3d sphere are spherical harmonics: Y ℓ m ( θ , ϕ ) = ⟨ θ , ϕ | ℓ , m ⟩ = ( 2 ℓ + 1 ) 4 π ( ℓ − m ) ! ( ℓ + m ) ! P ℓ m ( cos ⁡ θ ) e i m ϕ {\displaystyle Y_{\ell }^{m}(\theta ,\phi )=\langle \theta ,\phi |\ell ,m\rangle ={\sqrt {{(2\ell +1) \over 4\pi }{(\ell -m)! \over (\ell +m)!}}}\,P_{\ell }^{m}(\cos {\theta })\,e^{im\phi }} where Pℓm is an associated Legendre polynomial, ℓ is the orbital angular momentum quantum number, and m is the orbital magnetic quantum number which takes the values −ℓ, −ℓ + 1, ... ℓ − 1, ℓ The formalism of spherical harmonics have wide applications in applied mathematics, and are closely related to the formalism of spherical tensors, as shown below. Spherical harmonics are functions of the polar and azimuthal angles, ϕ and θ respectively, which can be conveniently collected into a unit vector n(θ, ϕ) pointing in the direction of those angles, in the Cartesian basis it is: n ^ ( θ , ϕ ) = cos ⁡ ϕ sin ⁡ θ e x + s

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